/Engine/Source/Runtime/Engine/Public/ShadowMap.h
Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. If the shadow-map has no shadows in it, it will return NULL.
static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShadowMap2D](API\Runtime\Engine\FShadowMap2D) > AllocateInstancedShadowMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) >>> && InstancedShadowMapData, [UMapBuildDataRegistry](API\Runtime\Engine\Engine\UMapBuildDataRegistry) * Registry, [FGuid](API\Runtime\Core\Misc\FGuid) MapBuildDataId, const FBoxSphereBounds & Bounds, ELightMapPaddingType PaddingType, EShadowMapFlags ShadowmapFlags )